Medium Humanoid, Lawful Evil
Armor Class 23 studded leather, suave defense
Hit Points 204 (21d12 + 69)
Speed 30 ft., Climb 30 ft., Swim 30 ft.
STR
15 (+2)
DEX
20 (+5)
CON
16 (+3)
INT
17 (+3)
WIS
16 (+3)
CHA
20 (+5)
Saving Throws STR +8, DEX +11
Skills Athletics +8, Intimidation +17, Investigation +9, Perception +15, Stealth +11, Survival +15
Damage Resistances Fire, Lightning, Thunder
Senses Darkvision 60 ft., Passive Perception 25
Languages Common, High Speak, Makemban, Triolan, Absalese, Pirate, Thieve's Cant, Primordial
Challenge 19 (22,000 XP)
Proficiency Bonus +6
Traits

Cloak of Displacement. Any creature that relies on sight has disadvantage on attack rolls against Admiral Easton. If she takes damage, the property ceases to function until the start of her next turn. This property is suppressed while she is incapacitated, restrained, or otherwise unable to move.

Sneak Attack (1/Turn). Admiral Easton deals an extra 7 (2d6) damage when she hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Admiral Easton that isn't incapacitated and Admiral Easton doesn't have disadvantage on the attack roll, or if another creature aside from the target of the attack is within 5 ft. of her.

Vicious Strikes. Admiral Easton deals an additional 2 (1d4) damage on all weapon attacks, deals an additional 2 damage made with one-handed melee weapon attacks while not wielding another weapon. These are both already included in the stat block. Furthermore, Admiral Easton deals an additional 4 (1d8) damage to a creature that has less than its maximum hit points.

Suave Defense. While Admiral Easton is wearing light or no armor and wielding no shield, her AC includes her Charisma modifier.

Rakish Audacity. Admiral Easton adds her Charisma modifier to her initiative rolls.

Heart of the Storm. Whenever Admiral Easton casts a spell of 1st level or higher that deals lightning or thunder damage, any creature of her choice within 10 ft. of her takes 6 lightning or thunder damage.

Sorcerous Spellcasting. The Admiral Easton is an 8th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). Admiral Easton has following spells prepared:
Cantrips (at will): friends, gust, firebolt, booming-blade, shape water, shocking grasp 
1st level (4 slots): hunter's mark, fog cloud, entangle  
2nd level (3 slots): misty step, gust of wind
3rd level (3 slots): water walk, thunder step, lightning bolt, fly
4th level (2 slots): storm sphere

Actions

Multiattack. Admiral Easton makes two attacks, either with her sword, her pistol, or her cantrips.

Sword of Captains +3. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 17 (1d8 + 1d4 + 10) piercing damage. 

Shocking Grasp. Melee Spell Attack: +11 to hit, reach 5 ft., one target. Hit: 18 (4d8) lightning damage. 

Pistol +3. Ranged Weapon Attack: +14 to hit, range 80/320 ft., one target. Hit: 16 (1d10 + 1d4 + 8) piercing damage.

Firebolt. Ranged Spell Attack: +11 to hit, range 120 ft., one target. Hit: 22 (4d10) fire damage.

Rain Guide. If it is raining, Admiral Easton can use an action to cause the rain to stop falling in a 20-foot-radius sphere centered on her.

Bonus Actions

Tempestuous Magic. Immediately before or after casting a 1st level spell, Admiral Easton can fly up to 10 ft. without provoking opportunity attacks.

Second Wind (1/Short Rest). Admiral Easton regains 11 (1d10 + 6) hit points.

Cunning Action. Admiral Easton can take the Dash, Disengage, or Hide action.

Wind Guide. If it is windy, Admiral Easton can use a bonus action each round to choose the direction that the wind blows in a 100-foot-radius sphere centered on her. The wind blows in that direction until the end of her next turn. This feature doesn't alter the speed of the wind.

Spellcasting (6/Long Rest). Admiral Easton may can a spell that has a casting time of 1 action as a bonus action.

Reactions

Parry (3/Day).  When a creature hits Admiral Easton with an attack, she can roll a d8 and add the result to her AC against the attack, potentially turning the hit into a miss.

Riposte (3/Day). When a creature misses Admiral Easton with a melee attack, she can roll a d8, make a melee attack, and add the roll's result to the attack's damage roll if the attack hits.

Legendary Actions

Admiral Easton has three Legendary Actions per round, which reset on her turn. She can only take these actions at the end of another creature's turn.

Evasive Footwork. Admiral Easton moves her speed. This movement does not provoke attacks of opportunity.

Rally. Admiral Easton or an ally she can see within 60 ft. gains 9 (1d8 +5) temporary hit points.

Lunging Attack. Admiral Easton makes an attack with her sword. This attack has a range of 10 ft. If the attack hits, the attack deals an additional 4 (1d8) damage.

Description

Admiral Easton #GirlBoss #Boss***** #DreadPirateLord #FutureKingOfPirates

GalwardtheGreat

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